>>713878824
sure, and I agree with you, but the numbers going up and down isn't the issue, going with the bethesda route to balance the game is the most fucking retarded way around it, the game should still feel like a power fantasy because the design is meant to follow that route, dying is extremely punishing, you can respawn many times but it requires a) a lot of time from you b) an action from another player c) you running back to your gear to pick it up or even recall all your shit, which takes even more time and this might even not be possible depending on where you were recalled
bullet sponges were never fun in any game whatsoever, bad telegraphy of enemy movement and attacks also ruined many games into oblivion before, and if the player feels like he cannot accomplish things on his own, then what the fuck is the point in him playing in the first place? so that he has to constantly rely on random people he never played with?
this is basically the idea of the backpack weapons, where other players can also equip the backpack to help you reload, but why the fuck would anyone want to do that all game? why the fuck would anyone enjoy the idea of being 'the ammo guy'? where's the power fantasy here?
I think they just need to focus on more mob diversity (not only totally new types of enemies, but also modifiers for them), and then maybe focus on making subobjectives way harder by spawning more and stronger enemies there than on the main objectives, allow for most players to complete the game at the highest level, but make the optional content way harder, this was how games were made for decades and it's always been a great trope, the secret boss is always the hardest one
but nerfing guns and making enemies into sponges, nah, fuck that retarded idea
and in all honesty, it does feel like half the guns are completely underpowered, also they should buff melee in one way or another (again, making it more ludo rather than just upping the numbers)